New Magical Armor

Earthblood Plate

DESCRIPTION
The wearer of this suit of +3 Flameguard full plate can expend 10 points of damage absorbed by its flameguard property as a swift action, by doing so he takes on the form of a terrifying creature of pure lava. He increases his size by one category and gains a +4 size bonus to Strength and Constitution. He gains a single slam attack that deals damage appropriate to his size category, this slam attack (as well as any unarmed strikes the wielder uses while transformed) has an enhancement bonus equal to the armor’s enhancement bonus, and deals it’s damage as half fire and half bludgeoning. In addition creatures attacking the wielder with an non-reach melee weapon take 1d6+ the armor’s caster level points of fire damage. The wearer may maintain this form as a free action by spending an amount of points of damage from the Flameguard property equal to the amount he spent in the previous round + 5. This armor’s ability is a polymorph effect.

Gelatinous Breastplate

DESCRIPTION
This semisolid +2 breastplate can be donned or removed as a move action and has a maximum Dexterity bonus to AC 2 greater than normal. Upon being struck with a bludgeoning weapon the armor becomes rigid and inflexible for 1d4 rounds. It cannot be removed as a move action and has a maximum Dexterity bonus to AC 2 lower than normal. However, firearm attacks (including an attack that triggered this change if applicable) do not ignore the armor bonuses granted by this armor and the wearer gains an amount of DR/- equal to 5x his d4 result. Each round this DR is reduced by 5, until it becomes 0 at which point it regains its gelatinous consistency.

“Oh dear mother of god why would you do this?” Chain

DESCRIPTION
The wearer of this of +1 chain shirt can, on command, cause it to discorporate into a swarm of spiders (Bestiary 1). This swarm attacks all creatures within its area, but ignores the wearer 90% of the time. If no living creatures are within its area, the swarm attacks or pursues the nearest creature as best it can. The wearer has no control over its target or direction of travel. This swarm stays in existence for 1d4 rounds, at which point it returns to being chainmail. If the wearer is within the swarms area then it reforms on him, otherwise it collapses in the nearest empty space.

New Magical Weapon Abilities

Acrobatic

PRICE +1 bonus AURA faint transmutation; CL 7th; WEIGHT —

DESCRIPTION
This ability can only be placed on melee weapons. An acrobatic weapon increases its enhancement bonus by 1 when its wielder makes an attack from higher ground. If the wielder moved prior to making an attack with an acrobatic weapon then that attack deals an extra 1d6 points of damage per 10 feet that the wielder moved, up to a maximum of twice the weapon’s enhancement bonus. If the wielder has the ability to make more than one attack after moving then only the first attack gains this bonus damage.

Banning

PRICE +5 bonus AURA moderate conjuration; CL 16th; WEIGHT —

DESCRIPTION
A banning weapon allows the wielder to remove his target from space-time for a few moments. The wearer may, a number of times per day equal to the weapon’s enhancement bonus, spend a swift action after successfully attacking a creature, that creature vanishes for up to 1d4 rounds. When he reappears he does so in the same location that they left from (or the nearest free space if that space is unavailable), from the victim’s perspective no time has passed. As such spell effects and other conditions are effectively suppressed for the duration.

Boosting

PRICE +2 bonus AURA moderate evocation; CL 7th; WEIGHT —

DESCRIPTION
This ability can only be placed on melee weapons. A boosting weapon emits an explosion of force that propels the wielder forward. Whenever the wielder takes an action to move in a straight line, he increases his base speed by 10 feet per point of enhancement bonus this weapon possesses. If this attack is a charge attack, or any other action that allows him to move and make attacks then the first attack he makes with that action deals double damage. This damage doesn’t stack with other abilities that allow you to deal double damage at the end of a charge, such as a lance or the Spirited Charge feat.

Drilling

PRICE +3 bonus AURA moderate transmutation; CL 7th; WEIGHT —

DESCRIPTION
The drilling ability can only be placed on bludgeoning or piercing weapons. The wielder of a drilling weapon may, on command, cause the weapons striking surface to sprout or morph into a large conoid drill head. While in this form the weapon deals an extra 2d6 points of piercing damage on a successful hit and ignores an amount of DR and hardness equal to twice its enhancement bonus. On a critical hit, this weapon instead ignores all DR and hardness.

Envious

PRICE +2 bonus AURA moderate transmutation; CL 7th; WEIGHT —

DESCRIPTION
When an envious weapon gets within 30 feet of a weapon with a larger enhancement bonus then it has, a glowing spectral chain of violet energy bursts forth from it and latches onto that weapon. This chain can be broken by sundering it (it has 1 hit point and an amount of hardness equal to the greater of the two weapons for this purpose) or by getting farther than 30 feet from it, the chain attempts to attach itself to the nearest qualifying weapon at the start of your turn, as a free action. While this chain is attached the envious weapon increases its enhancement bonus to match the weapon it is attached to. The wielder of either weapon can attempt to drag the weapon to them by the chain as a move action, if the weapon is in the hands of another creature then this requires a Strength check (DC 10 + target’s Strength mod).

Envious, Greater

PRICE +4 bonus AURA moderate transmutation; CL 7th; WEIGHT —

DESCRIPTION
This functions as an envious weapon, save that the weapon gains one random magic weapon special ability from the target weapon and the chain cannot be broken by moving away from the weapon.

Finishing

PRICE +3 bonus AURA moderate evocation; CL 7th; WEIGHT —

DESCRIPTION
A finishing weapon has a pool of tension (as the henshin hero class feature of the same name) equal to its enhancement bonus. This pool starts empty,and gains a point of tension the first time each round that it damages a creature. Any accrued points disappear after 1 minute. The wielder may expend these points of tension as a swift action to either add 1d6 to the next damage roll he makes per point spent, or to gain a +1 competence bonus on the next attack roll he makes per point spent. If the wielder has the ability to accrue tension, either from a class feature or a magic item he instead adds the size of the weapon’s tension pool to his own while wielding it and gains tension when it would gain tension.

Spinsaw

PRICE +3 bonus AURA moderate transmutation; CL 7th; WEIGHT —

DESCRIPTION
The spinsaw ability can only be placed on slashing weapons. The wielder of a spinsaw weapon may, on command, cause the weapon to sprout sharpened teeth along its edge, which proceed to spin rapidly. While in this form the weapon deals an extra 2d6 points of slashing damage on a successful hit and ignores an amount of DR and hardness equal to twice its enhancement bonus. On a critical hit, this weapon deals 1d6 points of bleed damage per critical multiplier it possesses.

New Magical Armor Abilities

Acid Soak

PRICE +2 bonus AURA strong evocation; CL 12th; WEIGHT —

DESCRIPTION
A suit of Acid soak armor can absorb an amount of acid damage equal to ten times its enhancement bonus. The wearer may spend damaged absorbed in this fashion to charge his attacks with corrosive energy. He may do this any time he makes an attack. Every six points of damage the wearer spends allows him to add 1d6 points of acid damage to a melee or ranged attack. Once spent these points of damage remain ready to be absorbed again.

Bloodlash

PRICE +3 bonus AURA moderate necromancy; CL 7th; WEIGHT —

DESCRIPTION
A suit of bloodlash armor allows the wielder to, as a free action, take 1d4+1 points of damage to conjure a lash fashioned from his own blood, treat this as a whip with which he is proficient that deals lethal damage to creatures regardless of their armor class and lasts for 1 round. This whip has an enhancement bonus to attack and damage rolls equal to the amount of damage he took when conjuring the whip. The wielder may, as a full round action, multiply this damage by his armor’s enhancement bonus. If he does then he may make a single attack against one creature per point of the armor’s enhancement bonus, making a single attack roll and applying it against each creature’s AC. He may activate this ability as a free action upon being critically hit. Furthermore, the armor can be given magic weapons abilities like a slashing melee weapon, adding the abilities to the whips created by the armor.

Boosting

PRICE +2 bonus AURA moderate evocation; CL 7th; WEIGHT —

DESCRIPTION
A boosting armor allows the wearer fly forth on an explosion of force. The wearer may, as a swift action, move 10 feet per point of enhancement bonus the armor possesses in a straight line. If the wielder is wielding a boosting weapon this movement counts for that ability.

Daredevil

PRICE +1 bonus AURA faint transmutation; CL 7th; WEIGHT —

DESCRIPTION
This ability can only be placed on light armor. Daredevil armor allows the wearer to retain his dexterity bonus to AC while running, climbing, and balancing on surfaces and grants the wearer an enhancement bonus on checks made to do so. Moreover the armor allows the wearer to balance on any object, as though it could support his weight.

Flameguard

PRICE +2 bonus AURA strong evocation; CL 12th; WEIGHT —

DESCRIPTION
A suit of Flameguard armor can absorb an amount of fire damage equal to ten times its enhancement bonus. The wearer may spend damaged absorbed in this fashion to augment his attacks with gouts of flame. He may do this any time he makes an attack. Every six points of damage the wearer spends allows him to add 1d6 points of fire damage to a melee or ranged attack. Once spent these points of damage remain ready to be absorbed again.

Frostbane

PRICE +2 bonus AURA strong evocation; CL 12th; WEIGHT —

DESCRIPTION
A suit of frostbane armor can absorb an amount of cold damage equal to ten times its enhancement bonus. The wearer may spend damaged absorbed in this fashion to charge his attacks with rime. He may do this any time he makes an attack. Every six points of damage the wearer spends allows him to add 1d6 points of cold damage to a melee or ranged attack. Once spent these points of damage remain ready to be absorbed again.

Livewire

PRICE +2 bonus AURA faint evocation; CL 12th; WEIGHT —

DESCRIPTION
A suit of livewire armor can absorb an amount of electricity damage equal to ten times its enhancement bonus. The wearer may spend damaged absorbed in this fashion to charge his attacks with bursts of electricity. He may do this any time he makes an attack. Every six points of damage the wearer spends allows him to add 1d6 points of electricity damage to a melee or ranged attack. Once spent these points of damage remain ready to be absorbed again.

Reactive

PRICE +3 bonus AURA moderate evocation; CL 7th; WEIGHT —

DESCRIPTION
This ability can only be placed on medium or heavy armor. The wearer of a suit of reactive armor may, a number of times per day equal to the armor’s enhancement bonus to spend an immediate action to cause the armor to let loose a burst of force, this deals 1d6 points of damage per point of enhancement bonus to all creatures adjacent to the wearer a reflex save (DC 20 + the armor’s enhancement bonus) halves this damage. If the the wearer was subject to an attack when he used this ability the damage from that attack is halved.

Shunting

PRICE +4 bonus AURA strong conjuration; CL 12th; WEIGHT —

DESCRIPTION
A suit of shunting armor allows the wearer to remove himself from space-time for a few moments. The wearer may, a number of times per day equal to the armor’s enhancement bonus, as a standard action, choose to vanish for up to 1d4 rounds. When he reappears he does so in the same location that he left from (or the nearest free space if that space is unavailable), from the user’s perspective no time has passed. As such spell effects and other conditions are effectively suppressed for the duration.

New Special Materials

Cloudpress

HP/Inch 10; Hardness 15; Cost see table;

Description
Occasionally when the elemental planes of air and water meet, gigantic clouds form. A light clay-like substance can be mined from these clouds. When pressed and fired it forms a light, impossibly smooth ceramic-like substance. Objects made from cloudpress weigh a quarter of what their mundane counterparts do. Armors are one category lighter than normal for purposes of movement and other limitations. Heavy armors are treated as medium, and medium armors are treated as light, but light armors are still treated as light. This decrease does not apply to proficiency in wearing the armor. A character wearing mithral full plate must be proficient in wearing heavy armor to avoid adding the armor’s check penalty to all his attack rolls and skill checks that involve moving. Spell failure chances for armors and shields made from cloudpress are decreased by 10%, maximum Dexterity bonuses are increased by 2, and armor check penalties are decreased by 3 (to a minimum of 0). Ammunition or thrown weapons add 10 feet to each of their range increments, but any penalties from wind are increased by -2.

Table: Cloudpress

Type of Item

Cost Modifier

Light Armor

+1000 gp

Medium Armor

+4000 gp

Heavy Armor

+9000 gp

Shield

+1000 gp

Ammunition

+5 gp

Other items

+500 gp/lb

Darksteel

HP/Inch 20; Hardness 10; Cost see table;

Description
Worked from ores found on the shadow plane, darksteel is a glossy black metal that becomes quasi real in dim light. While in an area of at least dim light weapons made from shadow steel ignore up to 2 points of an opponent’s armor bonus to AC. Likewise, Armor and shields rant their wearers a 20% chance to ignore critical hits.

Table: Darksteel

Type of Item

Cost Modifier

Weapon

+1000 gp

Armor

+1000 gp

Shield

+1000 gp

Nacreous Silver

HP/Inch 10; Hardness 10; Cost +700GP;

Description
This silver from the positive energy plane has a faint iridescent sheen, weapons made from nacreous silver deal an extra 1d4 points of damage to creatures harmed by positive energy, and act as silver for the purpose of overcoming damage reduction possessed by such creatures.

Resonate Crystal

HP/Inch 10; Hardness 15; Cost +700 gp;

Description
This heavy translucent crystal can only be found deep within the elemental plane of earth. It vibrates intensely when exposed to stress. For one round after striking a solid surface weapons made from resonate crystal deal an additional 1d4 points of sonic damage. If the weapon is targeted by or in the area of an effect that deals sonic damage, it deals an extra 2d4 sonic damage for one round.

Undulating Bronze

HP/Inch 25; Hardness 5; Cost see table;

Description
This bronze can be found underneath the seabeds of the elemental plane of water. When worked into tools they always feel strange in motion, as though filled with some sort of viscous liquid. This makes them superb at maintaining momentum. Weapons made from undulating bronze take no penalty and deal full damage when used underwater, furthermore they gain a +1 bonus on damage rolls, so long as they were used to attack on the previous round. Flexible weapons, such as whips, flails, or spiked chains gain an additional +1 bonus on damage rolls. Armor and shields made from undulating bronze grants wearers a +2 dodge bonus to AC against attacks of opportunity provoked from movement.

Table: Undulating Bronze

Type of Item

Cost Modifier

Weapon

+2000 gp

Armor

+2000 gp

Shield

+2000 gp

Volcanic Iron

HP/Inch 10; Hardness 5; Cost see table;

Description
This metal, mined from the elemental plane of fire has a slight yellow tint. When struck it begins to glow red hot. Weapons made of volcanic iron deal an additional point of fire damage after they have struck a hard surface. If the weapon ever gains the broken condition it deals an extra 1d6 points of fire damage until repaired. If destroyed it explodes dealing 1d6+2 points of fire damage to any creature in the same square. For this reason volcanic iron ammunition is particularly prized.

Armor and other objects made of volcanic iron also gain these benefits, save that they apply to creatures touching the object (such as creatures striking the wearer of volcanic iron armor with natural attacks or unarmed strikes or the wearer of volcanic iron armor.)